mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-17 05:27:38 +03:00
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
408 lines
14 KiB
C#
408 lines
14 KiB
C#
using System.Numerics;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chat.Systems;
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using Content.Server.Doors.Systems;
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using Content.Server.Magic.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Actions;
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using Content.Shared.Body.Components;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Magic;
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using Content.Shared.Magic.Events;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Robust.Shared.Spawners;
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using Content.Shared.Storage;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Magic;
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/// <summary>
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/// Handles learning and using spells (actions)
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/// </summary>
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public sealed class MagicSystem : EntitySystem
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{
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[Dependency] private readonly ISerializationManager _seriMan = default!;
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[Dependency] private readonly IComponentFactory _compFact = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DoorBoltSystem _boltsSystem = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly GunSystem _gunSystem = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpellbookComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<SpellbookComponent, UseInHandEvent>(OnUse);
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SubscribeLocalEvent<SpellbookComponent, SpellbookDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<InstantSpawnSpellEvent>(OnInstantSpawn);
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SubscribeLocalEvent<TeleportSpellEvent>(OnTeleportSpell);
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SubscribeLocalEvent<KnockSpellEvent>(OnKnockSpell);
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SubscribeLocalEvent<SmiteSpellEvent>(OnSmiteSpell);
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SubscribeLocalEvent<WorldSpawnSpellEvent>(OnWorldSpawn);
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SubscribeLocalEvent<ProjectileSpellEvent>(OnProjectileSpell);
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SubscribeLocalEvent<ChangeComponentsSpellEvent>(OnChangeComponentsSpell);
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}
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private void OnDoAfter(EntityUid uid, SpellbookComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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args.Handled = true;
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if (!component.LearnPermanently)
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{
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_actionsSystem.GrantActions(args.Args.User, component.Spells, uid);
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return;
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}
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foreach (var (id, charges) in component.SpellActions)
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{
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// TOOD store spells entity ids on some sort of innate magic user component or something like that.
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EntityUid? actionId = null;
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if (_actionsSystem.AddAction(args.Args.User, ref actionId, id))
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_actionsSystem.SetCharges(actionId, charges < 0 ? null : charges);
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}
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component.SpellActions.Clear();
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}
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private void OnInit(EntityUid uid, SpellbookComponent component, MapInitEvent args)
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{
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if (component.LearnPermanently)
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return;
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foreach (var (id, charges) in component.SpellActions)
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{
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var spell = _actionContainer.AddAction(uid, id);
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if (spell == null)
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continue;
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_actionsSystem.SetCharges(spell, charges < 0 ? null : charges);
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component.Spells.Add(spell.Value);
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}
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}
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private void OnUse(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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AttemptLearn(uid, component, args);
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args.Handled = true;
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}
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private void AttemptLearn(EntityUid uid, SpellbookComponent component, UseInHandEvent args)
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{
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var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.LearnTime, new SpellbookDoAfterEvent(), uid, target: uid)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true //What, are you going to read with your eyes only??
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};
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_doAfter.TryStartDoAfter(doAfterEventArgs);
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}
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#region Spells
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/// <summary>
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/// Handles the instant action (i.e. on the caster) attempting to spawn an entity.
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/// </summary>
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private void OnInstantSpawn(InstantSpawnSpellEvent args)
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{
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if (args.Handled)
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return;
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var transform = Transform(args.Performer);
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foreach (var position in GetSpawnPositions(transform, args.Pos))
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{
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var ent = Spawn(args.Prototype, position.SnapToGrid(EntityManager, _mapManager));
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if (args.PreventCollideWithCaster)
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{
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var comp = EnsureComp<PreventCollideComponent>(ent);
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comp.Uid = args.Performer;
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}
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}
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Speak(args);
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args.Handled = true;
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}
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private void OnProjectileSpell(ProjectileSpellEvent ev)
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{
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if (ev.Handled)
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return;
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ev.Handled = true;
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Speak(ev);
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var xform = Transform(ev.Performer);
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var userVelocity = _physics.GetMapLinearVelocity(ev.Performer);
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foreach (var pos in GetSpawnPositions(xform, ev.Pos))
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{
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var mapPos = pos.ToMap(EntityManager);
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var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var gridUid, out _)
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? pos.WithEntityId(gridUid, EntityManager)
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: new(_mapManager.GetMapEntityId(mapPos.MapId), mapPos.Position);
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var ent = Spawn(ev.Prototype, spawnCoords);
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var direction = ev.Target.ToMapPos(EntityManager, _transformSystem) -
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spawnCoords.ToMapPos(EntityManager, _transformSystem);
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_gunSystem.ShootProjectile(ent, direction, userVelocity, ev.Performer);
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}
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}
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private void OnChangeComponentsSpell(ChangeComponentsSpellEvent ev)
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{
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if (ev.Handled)
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return;
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ev.Handled = true;
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Speak(ev);
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foreach (var toRemove in ev.ToRemove)
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{
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if (_compFact.TryGetRegistration(toRemove, out var registration))
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RemComp(ev.Target, registration.Type);
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}
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foreach (var (name, data) in ev.ToAdd)
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{
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if (HasComp(ev.Target, data.Component.GetType()))
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continue;
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var component = (Component) _compFact.GetComponent(name);
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component.Owner = ev.Target;
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var temp = (object) component;
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_seriMan.CopyTo(data.Component, ref temp);
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EntityManager.AddComponent(ev.Target, (Component) temp!);
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}
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}
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private List<EntityCoordinates> GetSpawnPositions(TransformComponent casterXform, MagicSpawnData data)
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{
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switch (data)
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{
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case TargetCasterPos:
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return new List<EntityCoordinates>(1) {casterXform.Coordinates};
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case TargetInFront:
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{
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// This is shit but you get the idea.
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var directionPos = casterXform.Coordinates.Offset(casterXform.LocalRotation.ToWorldVec().Normalized());
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if (!_mapManager.TryGetGrid(casterXform.GridUid, out var mapGrid))
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return new List<EntityCoordinates>();
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if (!directionPos.TryGetTileRef(out var tileReference, EntityManager, _mapManager))
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return new List<EntityCoordinates>();
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var tileIndex = tileReference.Value.GridIndices;
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var coords = mapGrid.GridTileToLocal(tileIndex);
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EntityCoordinates coordsPlus;
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EntityCoordinates coordsMinus;
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var dir = casterXform.LocalRotation.GetCardinalDir();
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switch (dir)
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{
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case Direction.North:
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case Direction.South:
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{
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coordsPlus = mapGrid.GridTileToLocal(tileIndex + (1, 0));
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coordsMinus = mapGrid.GridTileToLocal(tileIndex + (-1, 0));
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return new List<EntityCoordinates>(3)
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{
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coords,
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coordsPlus,
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coordsMinus,
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};
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}
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case Direction.East:
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case Direction.West:
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{
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coordsPlus = mapGrid.GridTileToLocal(tileIndex + (0, 1));
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coordsMinus = mapGrid.GridTileToLocal(tileIndex + (0, -1));
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return new List<EntityCoordinates>(3)
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{
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coords,
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coordsPlus,
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coordsMinus,
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};
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}
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}
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return new List<EntityCoordinates>();
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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/// <summary>
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/// Teleports the user to the clicked location
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/// </summary>
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/// <param name="args"></param>
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private void OnTeleportSpell(TeleportSpellEvent args)
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{
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if (args.Handled)
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return;
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var transform = Transform(args.Performer);
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if (transform.MapID != args.Target.GetMapId(EntityManager)) return;
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_transformSystem.SetCoordinates(args.Performer, args.Target);
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transform.AttachToGridOrMap();
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_audio.PlayPvs(args.BlinkSound, args.Performer, AudioParams.Default.WithVolume(args.BlinkVolume));
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Speak(args);
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args.Handled = true;
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}
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/// <summary>
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/// Opens all doors within range
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/// </summary>
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/// <param name="args"></param>
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private void OnKnockSpell(KnockSpellEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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Speak(args);
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//Get the position of the player
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var transform = Transform(args.Performer);
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var coords = transform.Coordinates;
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_audio.PlayPvs(args.KnockSound, args.Performer, AudioParams.Default.WithVolume(args.KnockVolume));
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//Look for doors and don't open them if they're already open.
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foreach (var entity in _lookup.GetEntitiesInRange(coords, args.Range))
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{
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if (TryComp<DoorBoltComponent>(entity, out var bolts))
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_boltsSystem.SetBoltsDown(entity, bolts, false);
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if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
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_doorSystem.StartOpening(doorComp.Owner);
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}
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}
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private void OnSmiteSpell(SmiteSpellEvent ev)
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{
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if (ev.Handled)
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return;
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ev.Handled = true;
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Speak(ev);
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var direction = Transform(ev.Target).MapPosition.Position - Transform(ev.Performer).MapPosition.Position;
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var impulseVector = direction * 10000;
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_physics.ApplyLinearImpulse(ev.Target, impulseVector);
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if (!TryComp<BodyComponent>(ev.Target, out var body))
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return;
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var ents = _bodySystem.GibBody(ev.Target, true, body);
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if (!ev.DeleteNonBrainParts)
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return;
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foreach (var part in ents)
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{
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// just leaves a brain and clothes
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if (HasComp<BodyComponent>(part) && !HasComp<BrainComponent>(part))
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{
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QueueDel(part);
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}
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}
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}
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/// <summary>
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/// Spawns entity prototypes from a list within range of click.
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/// </summary>
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/// <remarks>
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/// It will offset mobs after the first mob based on the OffsetVector2 property supplied.
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/// </remarks>
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/// <param name="args"> The Spawn Spell Event args.</param>
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private void OnWorldSpawn(WorldSpawnSpellEvent args)
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{
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if (args.Handled)
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return;
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var targetMapCoords = args.Target;
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SpawnSpellHelper(args.Contents, targetMapCoords, args.Lifetime, args.Offset);
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|
Speak(args);
|
|
args.Handled = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loops through a supplied list of entity prototypes and spawns them
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If an offset of 0, 0 is supplied then the entities will all spawn on the same tile.
|
|
/// Any other offset will spawn entities starting from the source Map Coordinates and will increment the supplied
|
|
/// offset
|
|
/// </remarks>
|
|
/// <param name="entityEntries"> The list of Entities to spawn in</param>
|
|
/// <param name="entityCoords"> Map Coordinates where the entities will spawn</param>
|
|
/// <param name="lifetime"> Check to see if the entities should self delete</param>
|
|
/// <param name="offsetVector2"> A Vector2 offset that the entities will spawn in</param>
|
|
private void SpawnSpellHelper(List<EntitySpawnEntry> entityEntries, EntityCoordinates entityCoords, float? lifetime, Vector2 offsetVector2)
|
|
{
|
|
var getProtos = EntitySpawnCollection.GetSpawns(entityEntries, _random);
|
|
|
|
var offsetCoords = entityCoords;
|
|
foreach (var proto in getProtos)
|
|
{
|
|
// TODO: Share this code with instant because they're both doing similar things for positioning.
|
|
var entity = Spawn(proto, offsetCoords);
|
|
offsetCoords = offsetCoords.Offset(offsetVector2);
|
|
|
|
if (lifetime != null)
|
|
{
|
|
var comp = EnsureComp<TimedDespawnComponent>(entity);
|
|
comp.Lifetime = lifetime.Value;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void Speak(BaseActionEvent args)
|
|
{
|
|
if (args is not ISpeakSpell speak || string.IsNullOrWhiteSpace(speak.Speech))
|
|
return;
|
|
|
|
_chat.TrySendInGameICMessage(args.Performer, Loc.GetString(speak.Speech),
|
|
InGameICChatType.Speak, false);
|
|
}
|
|
}
|